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Author Topic: artifact buildings  (Read 633 times)

detsuo04

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artifact buildings
« on: April 25, 2010, 08:12:11 pm »

It would be interesting if a mood could draw on the architect skill or maybe it can be designated by the player and would be a large structure that could display the date in a way similer to stone hinge using various stone types to create a pattern on it that looks like a sun or something iconic.  Once theses artifact structures are completed they would serve a real purpose that would be useful to the player in some way.

edit

http://www.rockpapershotgun.com/2010/01/25/she-watch-flarechannel-zeroes/

this fortress has a sun pattern on one of the roofs as an example of a stone type pattern.
« Last Edit: April 25, 2010, 08:14:31 pm by detsuo04 »
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Eric Blank

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Re: artifact buildings
« Reply #1 on: April 25, 2010, 08:33:29 pm »

Very cool idea. Maybe combined with the suggestions in my thread; http://www.bay12forums.com/smf/index.php?topic=55021.0, we could create buildings that are possible candidates for this.

Dunno how the dwarf is gonna find the space to build though, perhaps grab a pick and create space, either above or below ground, perhaps to the specs of the structure he chooses to build. Maybe he should enslave some workers to help him as well.
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detsuo04

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Re: artifact buildings
« Reply #2 on: April 25, 2010, 08:42:50 pm »

i think maybe it the player would be prompted to select a flat piece of square land to build on or a square area and a z-level for the first floor to be on.  i like the idea of giving the player things to build that will help them over making the build things just to keep dwarfs happy.  Like the hospital system is a really helpful thing to make.  I think that's why people hate nobles so much, because they demand useless things.  I wouldn't mind seeing an idler management system as well but that's a bit off topic
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Humaan

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Re: artifact buildings
« Reply #3 on: April 25, 2010, 09:56:28 pm »

Maybe a dwarf in mood which was building a building or construction of some sort could do this? The only problem is when you are NOT making more workshops...
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detsuo04

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Re: artifact buildings
« Reply #4 on: April 26, 2010, 02:01:31 am »

there are so many great artifact building ideas that arnt workshops.  the Stonehenge, a mausoleum, grand dining hall, apartment or office complex.  individual homes and offices, ect...  it could be triggered by having a mason, architect, and a certain amount of unallocated stone of different colors i.e. 32 of color 1, 15 of color 2, and 12 of color 3.  then the design could be laid out so that each floor, roof, or wall tile will be allocated a number 1,2,or 3 so that a pattern emerges.
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TKTom

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Re: artifact buildings
« Reply #5 on: April 26, 2010, 11:43:52 am »

 I think a better idea is to have the architect skill expanded first, ideally in such a way that the player simply uses something to designate construction of a large building (even currently inaccessable locations, like up in the air) and then an architect comes up with a kind of Gantt chart for development, produces a list of required materials and identifies structually flawed aspects of the construction as well as devises the optimal positioning of scaffolding and the like. Masterworks would be possible perhaps with this kind of set up, that dwarves would place extra value on these large constructions. Obviously, this isn't a trivial thing to code but it should be perfectly possible: we mentally produce construction solutions and I believe that that thinking could be translated into algorithms.

 At the moment architect is pretty peculiar, it seems to be needed for more complex constructions, pumps and smelters, yet no actual ability is required to carry out the architects work. A peasant can do it.
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